//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//

#include "platform/platform.h"
#include "scene/sceneObject.h"

#include "platform/profiler.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "console/simPersistID.h"
#include "sim/netConnection.h"
#include "core/stream/bitStream.h"
#include "scene/sceneManager.h"
#include "scene/sceneTracker.h"
#include "scene/sceneRenderState.h"
#include "scene/zones/sceneZoneSpace.h"
#include "collision/extrudedPolyList.h"
#include "collision/earlyOutPolyList.h"
#include "collision/optimizedPolyList.h"
#include "math/mPolyhedron.h"
#include "gfx/bitmap/gBitmap.h"
#include "math/util/frustum.h"
#include "math/mathIO.h"
#include "math/mTransform.h"
#include "T3D/gameBase/gameProcess.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/accumulationVolume.h"

IMPLEMENT_CONOBJECT(SceneObject);

ConsoleDocClass( SceneObject,
   "@brief A networkable object that exists in the 3D world.\n\n"

   "The SceneObject class provides the foundation for 3D objects in the Engine.  It "
   "exposes the functionality for:\n\n"

   "<ul><li>Position, rotation and scale within the world.</li>"
   "<li>Working with a scene graph (in the Zone and Portal sections), allowing efficient "
   "and robust rendering of the game scene.</li>"
   "<li>Various helper functions, including functions to get bounding information "
   "and momentum/velocity.</li>"
   "<li>Mounting one SceneObject to another.</li>"
   "<li>An interface for collision detection, as well as ray casting.</li>"
   "<li>Lighting. SceneObjects can register lights both at lightmap generation "
   "time, and dynamic lights at runtime (for special effects, such as from flame "
   "or a projectile, or from an explosion).</li></ul>\n\n"

   "You do not typically work with SceneObjects themselves.  The SceneObject provides a reference "
   "within the game world (the scene), but does not render to the client on its own.  The "
   "same is true of collision detection beyond that of the bounding box.  Instead you "
   "use one of the many classes that derrive from SceneObject, such as TSStatic.\n\n"

   "@section SceneObject_Hiding Difference Between setHidden() and isRenderEnabled\n\n"

   "When it comes time to decide if a SceneObject should render or not, there are two "
   "methods that can stop the SceneObject from rendering at all.  You need to be aware of "
   "the differences between these two methods as they impact how the SceneObject is networked "
   "from the server to the client.\n\n"

   "The first method of manually controlling if a SceneObject is rendered is through its "
   "SceneObject::isRenderEnabled property.  When set to false the SceneObject is considered invisible but "
   "still present within the scene.  This means it still takes part in collisions and continues "
   "to be networked.\n\n"

   "The second method is using the setHidden() method.  This will actually remove a SceneObject "
   "from the scene and it will no longer be networked from the server to the cleint.  Any client-side "
   "ghost of the object will be deleted as the server no longer considers the object to be in scope.\n\n"

   "@ingroup gameObjects\n"
);

#ifdef TORQUE_TOOLS
extern bool gEditingMission;
#endif

Signal< void( SceneObject* ) > SceneObject::smSceneObjectAdd;
Signal< void( SceneObject* ) > SceneObject::smSceneObjectRemove;


//-----------------------------------------------------------------------------

SceneObject::SceneObject()
{
   mContainer = 0;
   mTypeMask = DefaultObjectType;
   mCollisionCount = 0;
   mGlobalBounds = false;

   mObjScale.set(1,1,1);
   mObjToWorld.identity();
   mLastXform.identity();
   mWorldToObj.identity();

   mObjBox      = Box3F(Point3F(0, 0, 0), Point3F(0, 0, 0));
   mWorldBox    = Box3F(Point3F(0, 0, 0), Point3F(0, 0, 0));
   mWorldSphere = SphereF(Point3F(0, 0, 0), 0);

   mRenderObjToWorld.identity();
   mRenderWorldToObj.identity();
   mRenderWorldBox = Box3F(Point3F(0, 0, 0), Point3F(0, 0, 0));
   mRenderWorldSphere = SphereF(Point3F(0, 0, 0), 0);

   mContainerSeqKey = 0;

   mSceneManager = NULL;

   mZoneListHandle = 0;
   mNumCurrZones = 0;
   mZoneRefDirty = false;

   mLightPlugin = NULL;

   mMount.object = NULL;
   mMount.link = NULL;
   mMount.list = NULL;
   mMount.node = -1;
   mMount.xfm = MatrixF::Identity;
   mMountPID = NULL;

   mSceneObjectLinks = NULL;

   mObjectFlags.set( RenderEnabledFlag | SelectionEnabledFlag );
// PATHSHAPE
   // init the scenegraph relationships to indicate no parent, no children, and no siblings
   mGraph.parent = NULL; 
   mGraph.nextSibling = NULL;
   mGraph.firstChild = NULL;
   mGraph.objToParent.identity();
// PATHSHAPE END
   mIsScopeAlways = false;

   mAccuTex = NULL;
   mSelectionFlags = 0;
   mPathfindingIgnore = false;

   mGameObjectAssetId = StringTable->insert("");

   mDirtyGameObject = false;

   mContainer = NULL;
   mContainerIndex = 0;
}

//-----------------------------------------------------------------------------

SceneObject::~SceneObject()
{
   AssertFatal(mContainer == NULL,
      "SceneObject::~SceneObject - Object still in container!");
   AssertFatal( mZoneListHandle == NULL,
      "SceneObject::~SceneObject - Object still linked in reference lists!");
   AssertFatal( !mSceneObjectLinks,
      "SceneObject::~SceneObject() - object is still linked to SceneTrackers" );

   mAccuTex = NULL;
}

//-----------------------------------------------------------------------------

bool SceneObject::castRayRendered(const Point3F &start, const Point3F &end, RayInfo *info)
{
   // By default, all ray checking against the rendered mesh will be passed
   // on to the collision mesh.  This saves having to define both methods
   // for simple objects.
   return castRay( start, end, info );
}

//-----------------------------------------------------------------------------

bool SceneObject::containsPoint( const Point3F& point )
{
   // If it's not in the AABB, then it can't be in the OBB either,
   // so early out.

   if( !mWorldBox.isContained( point ) )
      return false;

   // Transform point into object space and test it against
   // our object space bounding box.

   Point3F objPoint( 0, 0, 0 );
   getWorldTransform().mulP( point, &objPoint );
   objPoint.convolveInverse( getScale() );

   return ( mObjBox.isContained( objPoint ) );
}

//-----------------------------------------------------------------------------

bool SceneObject::collideBox(const Point3F &start, const Point3F &end, RayInfo *info)
{
   const F32 * pStart = (const F32*)start;
   const F32 * pEnd = (const F32*)end;
   const F32 * pMin = (const F32*)mObjBox.minExtents;
   const F32 * pMax = (const F32*)mObjBox.maxExtents;

   F32 maxStartTime = -1;
   F32 minEndTime = 1;
   F32 startTime;
   F32 endTime;

   // used for getting normal
   U32 hitIndex = 0xFFFFFFFF;
   U32 side;

   // walk the axis
   for(U32 i = 0; i < 3; i++)
   {
      //
      if(pStart[i] < pEnd[i])
      {
         if(pEnd[i] < pMin[i] || pStart[i] > pMax[i])
            return(false);

         F32 dist = pEnd[i] - pStart[i];

         startTime = (pStart[i] < pMin[i]) ? (pMin[i] - pStart[i]) / dist : -1;
         endTime = (pEnd[i] > pMax[i]) ? (pMax[i] - pStart[i]) / dist : 1;
         side = 1;
      }
      else
      {
         if(pStart[i] < pMin[i] || pEnd[i] > pMax[i])
            return(false);

         F32 dist = pStart[i] - pEnd[i];
         startTime = (pStart[i] > pMax[i]) ? (pStart[i] - pMax[i]) / dist : -1;
         endTime = (pEnd[i] < pMin[i]) ? (pStart[i] - pMin[i]) / dist : 1;
         side = 0;
      }

      //
      if(startTime > maxStartTime)
      {
         maxStartTime = startTime;
         hitIndex = i * 2 + side;
      }
      if(endTime < minEndTime)
         minEndTime = endTime;
      if(minEndTime < maxStartTime)
         return(false);
   }

   // fail if inside
   if(maxStartTime < 0.f)
      return(false);

   //
   static Point3F boxNormals[] = {
      Point3F( 1, 0, 0),
      Point3F(-1, 0, 0),
      Point3F( 0, 1, 0),
      Point3F( 0,-1, 0),
      Point3F( 0, 0, 1),
      Point3F( 0, 0,-1),
   };

   //
   AssertFatal(hitIndex != 0xFFFFFFFF, "SceneObject::collideBox");
   info->t = maxStartTime;
   info->object = this;
   mObjToWorld.mulV(boxNormals[hitIndex], &info->normal);
   info->material = 0;
   return(true);
}

//-----------------------------------------------------------------------------

void SceneObject::disableCollision()
{
   for (SceneObject* ptr = getMountList(); ptr; ptr = ptr->getMountLink())
      ptr->disableCollision();
   mCollisionCount++;
   AssertFatal(mCollisionCount < 50, "SceneObject::disableCollision called 50 times on the same object. Is this inside a circular loop?" );
}

//-----------------------------------------------------------------------------

void SceneObject::enableCollision()
{
   for (SceneObject* ptr = getMountList(); ptr; ptr = ptr->getMountLink())
      ptr->enableCollision();
   if (mCollisionCount)
      --mCollisionCount;
}

//-----------------------------------------------------------------------------

bool SceneObject::onAdd()
{
   if ( !Parent::onAdd() )
      return false;

   mIsScopeAlways = mNetFlags.test( ScopeAlways );

   mWorldToObj = mObjToWorld;
   mWorldToObj.affineInverse();
   resetWorldBox();

   setRenderTransform(mObjToWorld);

   resolveMountPID();

   smSceneObjectAdd.trigger(this);

   return true;
}

//-----------------------------------------------------------------------------

void SceneObject::onRemove()
{
   smSceneObjectRemove.trigger(this);

   unmount();
   plUnlink();

   Parent::onRemove();
// PATHSHAPE
   if ( getParent() != NULL)   attachToParent( NULL);
// PATHSHAPE END
}

//-----------------------------------------------------------------------------

void SceneObject::addToScene()
{
   if( mSceneManager )
      return;

   if( isClientObject() )
      gClientSceneGraph->addObjectToScene( this );
   else
      gServerSceneGraph->addObjectToScene( this );
}

//-----------------------------------------------------------------------------

void SceneObject::removeFromScene()
{
   if( !mSceneManager )
      return;

   mSceneManager->removeObjectFromScene( this );
}

//-----------------------------------------------------------------------------

void SceneObject::onDeleteNotify( SimObject *obj )
{      
   // We are comparing memory addresses so even if obj really is not a 
   // ProcessObject this cast shouldn't break anything.
   if ( obj == mAfterObject )
      mAfterObject = NULL;

   if ( obj == mMount.object )
      unmount();

   Parent::onDeleteNotify( obj );   
}

//-----------------------------------------------------------------------------

void SceneObject::inspectPostApply()
{
   if( isServerObject() )
      setMaskBits( MountedMask );
   Parent::inspectPostApply();
}

//-----------------------------------------------------------------------------

void SceneObject::setGlobalBounds()
{ 
   mGlobalBounds = true;
   mObjBox.minExtents.set( -1e10, -1e10, -1e10 );
   mObjBox.maxExtents.set(  1e10,  1e10,  1e10 );

   if( mSceneManager )
      mSceneManager->notifyObjectDirty( this );
}

//-----------------------------------------------------------------------------

void SceneObject::setTransform( const MatrixF& mat )
{
   // This test is a bit expensive so turn it off in release.   
#ifdef TORQUE_DEBUG
   //AssertFatal( mat.isAffine(), "SceneObject::setTransform() - Bad transform (non affine)!" );
#endif

   PROFILE_SCOPE( SceneObject_setTransform );
// PATHSHAPE
   UpdateXformChange(mat);
   PerformUpdatesForChildren(mat);
// PATHSHAPE END

   // Update the transforms.

   mObjToWorld = mWorldToObj = mat;
   mWorldToObj.affineInverse();

   // Update the world-space AABB.

   resetWorldBox();

   // If we're in a SceneManager, sync our scene state.

   if( mSceneManager != NULL )
      mSceneManager->notifyObjectDirty( this );

   setRenderTransform( mat );
}

//-----------------------------------------------------------------------------

void SceneObject::setScale( const VectorF &scale )
{
	AssertFatal( !mIsNaN( scale ), "SceneObject::setScale() - The scale is NaN!" );

   // Avoid unnecessary scaling operations.
   if ( mObjScale.equal( scale ) )
      return;

   mObjScale = scale;
   setTransform(MatrixF(mObjToWorld));

   // Make sure that any subclasses of me get a chance to react to the
   // scale being changed.
   onScaleChanged();

   setMaskBits( ScaleMask );
}

void SceneObject::setForwardVector(VectorF newForward, VectorF upVector)
{
   MatrixF mat = getTransform();

   VectorF up(0.0f, 0.0f, 1.0f);
   VectorF axisX;
   VectorF axisY = newForward;
   VectorF axisZ;

   if (upVector != VectorF::Zero)
      up = upVector;

   // Validate and normalize input:  
   F32 lenSq;
   lenSq = axisY.lenSquared();
   if (lenSq < 0.000001f)
   {
      axisY.set(0.0f, 1.0f, 0.0f);
      Con::errorf("SceneObject::setForwardVector() - degenerate forward vector");
   }
   else
   {
      axisY /= mSqrt(lenSq);
   }


   lenSq = up.lenSquared();
   if (lenSq < 0.000001f)
   {
      up.set(0.0f, 0.0f, 1.0f);
      Con::errorf("SceneObject::setForwardVector() - degenerate up vector - too small");
   }
   else
   {
      up /= mSqrt(lenSq);
   }

   if (fabsf(mDot(up, axisY)) > 0.9999f)
   {
      Con::errorf("SceneObject::setForwardVector() - degenerate up vector - same as forward");
      // I haven't really tested this, but i think it generates something which should be not parallel to the previous vector:  
      F32 tmp = up.x;
      up.x = -up.y;
      up.y = up.z;
      up.z = tmp;
   }

   // construct the remaining axes:  
   mCross(axisY, up, &axisX);
   mCross(axisX, axisY, &axisZ);

   mat.setColumn(0, axisX);
   mat.setColumn(1, axisY);
   mat.setColumn(2, axisZ);

   setTransform(mat);
}

//-----------------------------------------------------------------------------

void SceneObject::resetWorldBox()
{
   AssertFatal(mObjBox.isValidBox(), "SceneObject::resetWorldBox - Bad object box!");

   mWorldBox = mObjBox;

   Point3F scale = Point3F(mFabs(mObjScale.x), mFabs(mObjScale.y), mFabs(mObjScale.z));
   mWorldBox.minExtents.convolve(scale);
   mWorldBox.maxExtents.convolve(scale);

   if (mObjToWorld.isNaN())
      mObjToWorld.identity();

   mObjToWorld.mul(mWorldBox);

   AssertFatal(mWorldBox.isValidBox(), "SceneObject::resetWorldBox - Bad world box!");

   // Create mWorldSphere from mWorldBox
   mWorldBox.getCenter(&mWorldSphere.center);
   mWorldSphere.radius = (mWorldBox.maxExtents - mWorldSphere.center).len();

   // Update tracker links.
   
   for( SceneObjectLink* link = mSceneObjectLinks; link != NULL; 
        link = link->getNextLink() )
      link->update();
}

//-----------------------------------------------------------------------------

void SceneObject::resetObjectBox()
{
   AssertFatal( mWorldBox.isValidBox(), "SceneObject::resetObjectBox - Bad world box!" );

   mObjBox = mWorldBox;
   mWorldToObj.mul( mObjBox );

   Point3F objScale( mObjScale );
   objScale.setMax( Point3F( (F32)POINT_EPSILON, (F32)POINT_EPSILON, (F32)POINT_EPSILON ) );
   mObjBox.minExtents.convolveInverse( objScale );
   mObjBox.maxExtents.convolveInverse( objScale );

   AssertFatal( mObjBox.isValidBox(), "SceneObject::resetObjectBox - Bad object box!" );

   // Update the mWorldSphere from mWorldBox
   mWorldBox.getCenter( &mWorldSphere.center );
   mWorldSphere.radius = ( mWorldBox.maxExtents - mWorldSphere.center ).len();

   // Update scene managers.
   
   for( SceneObjectLink* link = mSceneObjectLinks; link != NULL; 
        link = link->getNextLink() )
      link->update();
}

//-----------------------------------------------------------------------------

void SceneObject::setRenderTransform(const MatrixF& mat)
{
   PROFILE_START(SceneObj_setRenderTransform);
   mRenderObjToWorld = mRenderWorldToObj = mat;
   mRenderWorldToObj.affineInverse();

   AssertFatal(mObjBox.isValidBox(), "Bad object box!");
   resetRenderWorldBox();
   PROFILE_END();
}

//-----------------------------------------------------------------------------

void SceneObject::resetRenderWorldBox()
{
   AssertFatal( mObjBox.isValidBox(), "Bad object box!" );

   mRenderWorldBox = mObjBox;
   Point3F scale = Point3F(mFabs(mObjScale.x), mFabs(mObjScale.y), mFabs(mObjScale.z));
   mRenderWorldBox.minExtents.convolve(scale);
   mRenderWorldBox.maxExtents.convolve(scale);

   if (mRenderObjToWorld.isNaN())
      mRenderObjToWorld.identity();

   mRenderObjToWorld.mul( mRenderWorldBox );

   AssertFatal( mRenderWorldBox.isValidBox(), "Bad Render world box!" );

   // Create mRenderWorldSphere from mRenderWorldBox.

   mRenderWorldBox.getCenter( &mRenderWorldSphere.center );
   mRenderWorldSphere.radius = ( mRenderWorldBox.maxExtents - mRenderWorldSphere.center ).len();
}

//-----------------------------------------------------------------------------

void SceneObject::setHidden( bool hidden )
{
   if( hidden != isHidden() )
   {
      // Add/remove the object from the scene.  Removing it
      // will also cause the NetObject to go out of scope since
      // the container query will not find it anymore.  However,
      // ScopeAlways objects need to be treated separately as we
      // do next.

      if( !hidden )
         addToScene();
      else
         removeFromScene();

      // ScopeAlways objects stay in scope no matter what, i.e. even
      // if they aren't in the scene query anymore.  So, to force ghosts
      // to go away, we need to clear ScopeAlways while we are hidden.

      if( hidden && mIsScopeAlways )
         clearScopeAlways();
      else if( !hidden && mIsScopeAlways )
         setScopeAlways();

      Parent::setHidden( hidden );
   }
}

//-----------------------------------------------------------------------------
IRangeValidator soMountRange(-1, SceneObject::NumMountPoints);
void SceneObject::initPersistFields()
{
   docsURL;
   //Disabled temporarily
   /*addGroup("GameObject");
   addField("GameObject", TypeGameObjectAssetPtr, Offset(mGameObjectAsset, SceneObject), "The asset Id used for the game object this entity is based on.");

   addField("dirtyGameObject", TypeBool, Offset(mDirtyGameObject, SceneObject), "If this entity is a GameObject, it flags if this instance delinates from the template.",
      AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
   endGroup("GameObject");*/

   addGroup( "Transform" );

      addProtectedField( "position", TypeMatrixPosition, Offset( mObjToWorld, SceneObject ),
         &_setFieldPosition, &defaultProtectedGetFn,
         "Object world position." );
      addProtectedField( "rotation", TypeMatrixRotation, Offset( mObjToWorld, SceneObject ),
         &_setFieldRotation, &defaultProtectedGetFn,
         "Object world orientation." );
      addProtectedField( "scale", TypePoint3F, Offset( mObjScale, SceneObject ),
         &_setFieldScale, &defaultProtectedGetFn,
         "Object world scale." );

   endGroup( "Transform" );

   addGroup( "Editing" );

      addProtectedField( "isRenderEnabled", TypeBool, Offset( mObjectFlags, SceneObject ),
         &_setRenderEnabled, &_getRenderEnabled,
         "Controls client-side rendering of the object.\n"
         "@see isRenderable()\n" );

      addProtectedField( "isSelectionEnabled", TypeBool, Offset( mObjectFlags, SceneObject ),
         &_setSelectionEnabled, &_getSelectionEnabled,
         "Determines if the object may be selected from wihin the Tools.\n"
         "@see isSelectable()\n" );

   endGroup( "Editing" );

   addGroup( "Mounting" );

      addProtectedField( "mountPID", TypePID, Offset( mMountPID, SceneObject ), &_setMountPID, &defaultProtectedGetFn,
         "@brief PersistentID of object we are mounted to.\n\n"
         "Unlike the SimObjectID that is determined at run time, the PersistentID of an object is saved with the level/mission and "
         "may be used to form a link between objects." );
      addFieldV( "mountNode", TypeRangedS32, Offset( mMount.node, SceneObject ),&soMountRange, "Node we are mounted to." );
      addField( "mountPos", TypeMatrixPosition, Offset( mMount.xfm, SceneObject ), "Position we are mounted at ( object space of our mount object )." );
      addField( "mountRot", TypeMatrixRotation, Offset( mMount.xfm, SceneObject ), "Rotation we are mounted at ( object space of our mount object )." );

   endGroup( "Mounting" );

   Parent::initPersistFields();
}

bool SceneObject::_setGameObject(void* object, const char* index, const char* data)
{
   // Sanity!
   AssertFatal(data != NULL, "Cannot use a NULL asset Id.");

   return true; //rbI->setMeshAsset(data);
}

//-----------------------------------------------------------------------------

bool SceneObject::_setFieldPosition( void *object, const char *index, const char *data )
{
   SceneObject* so = static_cast<SceneObject*>( object );
   if ( so )
   {
      MatrixF txfm( so->getTransform() );
      Con::setData( TypeMatrixPosition, &txfm, 0, 1, &data );
      so->setTransform( txfm );
   }
   return false;
}

//-----------------------------------------------------------------------------

bool SceneObject::_setFieldRotation( void *object, const char *index, const char *data )
{
   SceneObject* so = static_cast<SceneObject*>( object );
   if ( so )
   {
      MatrixF txfm( so->getTransform() );
      Con::setData( TypeMatrixRotation, &txfm, 0, 1, &data );
      so->setTransform( txfm );
   }
   return false;
}

//-----------------------------------------------------------------------------

bool SceneObject::_setFieldScale( void *object, const char *index, const char *data )
{
   SceneObject* so = static_cast<SceneObject*>( object );
   if ( so )
   {
      Point3F scale;
      Con::setData( TypePoint3F, &scale, 0, 1, &data );
      so->setScale( scale );
   }
   return false;
}

//-----------------------------------------------------------------------------

bool SceneObject::writeField( StringTableEntry fieldName, const char* value )
{
   if( !Parent::writeField( fieldName, value ) )
      return false;
      
   static StringTableEntry sIsRenderEnabled = StringTable->insert( "isRenderEnabled" );
   static StringTableEntry sIsSelectionEnabled = StringTable->insert( "isSelectionEnabled" );
   static StringTableEntry sMountNode = StringTable->insert( "mountNode" );
   static StringTableEntry sMountPos = StringTable->insert( "mountPos" );
   static StringTableEntry sMountRot = StringTable->insert( "mountRot" );
   
   // Don't write flag fields if they are at their default values.
   
   if( fieldName == sIsRenderEnabled && dAtob( value ) )
      return false;
   else if( fieldName == sIsSelectionEnabled && dAtob( value ) )
      return false;
   else if ( mMountPID == NULL && ( fieldName == sMountNode || 
                                    fieldName == sMountPos || 
                                    fieldName == sMountRot ) )
   {
      return false;
   }

      
   return true;
}

//-----------------------------------------------------------------------------

static void scopeCallback( SceneObject* obj, void* conPtr )
{
   NetConnection* ptr = reinterpret_cast< NetConnection* >( conPtr );
   if( obj->isScopeable() )
      ptr->objectInScope(obj);
}

void SceneObject::onCameraScopeQuery( NetConnection* connection, CameraScopeQuery* query )
{
   SceneManager* sceneManager = getSceneManager();
   GameConnection* conn  = dynamic_cast<GameConnection*> (connection);
   if (conn && (query->visibleDistance = conn->getVisibleGhostDistance()) == 0.0f)
      if ((query->visibleDistance = sceneManager->getVisibleGhostDistance()) == 0.0f)
         query->visibleDistance = sceneManager->getVisibleDistance();

   // Object itself is in scope.

   if( this->isScopeable() )
      connection->objectInScope( this );

   // If we're mounted to something, that object is in scope too.

   if( isMounted() )
      connection->objectInScope( mMount.object );

   // If we're added to a scene graph, let the graph do the scene scoping.
   // Otherwise just put everything in the server container in scope.

   if( getSceneManager() )
      getSceneManager()->scopeScene( query, connection );
   else
      gServerContainer.findObjects( 0xFFFFFFFF, scopeCallback, connection );
}

//-----------------------------------------------------------------------------

bool SceneObject::isRenderEnabled() const
{
#ifdef TORQUE_TOOLS
	if (gEditingMission)
	{
		AbstractClassRep *classRep = getClassRep();
		return (mObjectFlags.test(RenderEnabledFlag) && classRep->isRenderEnabled());
	}
#endif
	return (mObjectFlags.test(RenderEnabledFlag));
}

//-----------------------------------------------------------------------------

void SceneObject::setRenderEnabled( bool value )
{
   if( value )
      mObjectFlags.set( RenderEnabledFlag );
   else
      mObjectFlags.clear( RenderEnabledFlag );
      
   setMaskBits( FlagMask );
}

//-----------------------------------------------------------------------------

const char* SceneObject::_getRenderEnabled( void* object, const char* data )
{
   SceneObject* obj = reinterpret_cast< SceneObject* >( object );
   if( obj->mObjectFlags.test( RenderEnabledFlag ) )
      return "1";
   else
      return "0";
}

//-----------------------------------------------------------------------------

bool SceneObject::_setRenderEnabled( void *object, const char *index, const char *data )
{
   SceneObject* obj = reinterpret_cast< SceneObject* >( object );
   obj->setRenderEnabled( dAtob( data ) );
   return false;
}

//-----------------------------------------------------------------------------

bool SceneObject::isSelectionEnabled() const
{
   AbstractClassRep *classRep = getClassRep();
   return ( mObjectFlags.test( SelectionEnabledFlag ) && classRep->isSelectionEnabled() );
}

//-----------------------------------------------------------------------------

void SceneObject::setSelectionEnabled( bool value )
{
   if( value )
      mObjectFlags.set( SelectionEnabledFlag );
   else
      mObjectFlags.clear( SelectionEnabledFlag );
      
   // Not synchronized on network so don't set dirty bit.
}

//-----------------------------------------------------------------------------

const char* SceneObject::_getSelectionEnabled( void* object, const char* data )
{
   SceneObject* obj = reinterpret_cast< SceneObject* >( object );
   if( obj->mObjectFlags.test( SelectionEnabledFlag ) )
      return "true";
   else
      return "false";
}

//-----------------------------------------------------------------------------

bool SceneObject::_setSelectionEnabled( void *object, const char *index, const char *data )
{
   SceneObject* obj = reinterpret_cast< SceneObject* >( object );
   obj->setSelectionEnabled( dAtob( data ) );
   return false;
}

//--------------------------------------------------------------------------

U32 SceneObject::packUpdate( NetConnection* conn, U32 mask, BitStream* stream )
{
   U32 retMask = Parent::packUpdate( conn, mask, stream );

   if ( stream->writeFlag( mask & FlagMask ) )
      stream->writeRangedU32( (U32)mObjectFlags, 0, getObjectFlagMax() );

   retMask = 0; //retry mask
   if (stream->writeFlag(mask & MountedMask))
   {
      // Check to see if we need to write an object ID      
      if (stream->writeFlag(mGraph.parent))
      {
         S32 t = conn->getGhostIndex(mGraph.parent);
         // Check to see if we can actually ghost this...         
         if (stream->writeFlag(t != -1))
         {
            // Can, write it.
            stream->writeRangedU32(U32(t), 0, NetConnection::MaxGhostCount);
            stream->writeAffineTransform(mGraph.objToParent);
            //Con::errorf("%d: sent mounted on %d", getId(), mGraph.parent->getId());         
         }
         else
         {
            // Cant, try again later            
            retMask |= MountedMask;
         }
      }
      else if (stream->writeFlag(mMount.object))
      {
         S32 gIndex = conn->getGhostIndex(mMount.object);

         if (stream->writeFlag(gIndex != -1))
         {
            stream->writeInt(gIndex, NetConnection::GhostIdBitSize);
            if (stream->writeFlag(mMount.node != -1))
               stream->writeInt(mMount.node, NumMountPointBits);
            mathWrite(*stream, mMount.xfm);
         }
         else
            // Will have to try again later
            retMask |= MountedMask;
      }
   }
   else if (stream->writeFlag(getParent() != NULL)) //parent xform sync
   {
      stream->writeAffineTransform(mGraph.objToParent);
   }

   return retMask;
}

//-----------------------------------------------------------------------------

void SceneObject::unpackUpdate( NetConnection* conn, BitStream* stream )
{
   Parent::unpackUpdate( conn, stream );
   
   // FlagMask
   if ( stream->readFlag() )      
      mObjectFlags = stream->readRangedU32( 0, getObjectFlagMax() );

   if (stream->readFlag())// MountedMask
   {
      // Check to see if we need to read an object ID      
      if (stream->readFlag())
      {
         // Check to see if we can actually ghost this...         
         if (stream->readFlag())
         {
            GameBase* newParent = static_cast<GameBase*>(conn->resolveGhost(stream->readRangedU32(0, NetConnection::MaxGhostCount)));
            MatrixF m;
            stream->readAffineTransform(&m);

            if (getParent() != newParent)
            {
               clearProcessAfter();
               processAfter(newParent);
            }

            attachToParent(newParent, &m);    
         }
      }
      else
      {
         attachToParent(NULL);

         if (stream->readFlag()) //mounted to an object
         {
            if (stream->readFlag()) //object was ghosted
            {
               S32 gIndex = stream->readInt(NetConnection::GhostIdBitSize);
               SceneObject* obj = dynamic_cast<SceneObject*>(conn->resolveGhost(gIndex));
               S32 node = -1;
               if (stream->readFlag()) // node != -1
                  node = stream->readInt(NumMountPointBits);
               MatrixF xfm;
               mathRead(*stream, &xfm);
               if (!obj)
               {
                  conn->setLastError("Invalid packet from server.");
                  return;
               }
               obj->mountObject(this, node, xfm);
            }
         }
         else
            unmount();
      }
   }
   else if (stream->readFlag()) //parent xform sync
   {
      MatrixF m;
      stream->readAffineTransform(&m);
      mGraph.objToParent = m;
   }

}

//-----------------------------------------------------------------------------

void SceneObject::_updateZoningState()
{
   if( mZoneRefDirty )
   {
      SceneZoneSpaceManager* manager = getSceneManager()->getZoneManager();
      if( manager )
         manager->updateObject( const_cast< SceneObject* >( this ) );
      else
         mZoneRefDirty = false;
   }
}

//-----------------------------------------------------------------------------

U32 SceneObject::getCurrZone( const U32 index )
{
   SceneZoneSpaceManager* manager = getSceneManager()->getZoneManager();
   _updateZoningState();

   // Not the most efficient way to do this, walking the list,
   //  but it's an uncommon call...
   U32 numZones = 0;
   U32* zones = NULL;
   zones = manager->getZoneIDS(this, numZones);

   return index < numZones ? zones[index] : 0;
}

//-----------------------------------------------------------------------------

Point3F SceneObject::getPosition() const
{
   Point3F pos;
   mObjToWorld.getColumn(3, &pos);
   return pos;
}

//-----------------------------------------------------------------------------

Point3F SceneObject::getRenderPosition() const
{
   Point3F pos;
   mRenderObjToWorld.getColumn(3, &pos);
   return pos;
}

//-----------------------------------------------------------------------------

void SceneObject::setPosition(const Point3F &pos)
{
	AssertFatal( !mIsNaN( pos ), "SceneObject::setPosition() - The position is NaN!" );

   MatrixF xform = mObjToWorld;
   xform.setColumn(3, pos);
   setTransform(xform);
}

//-----------------------------------------------------------------------------

F32 SceneObject::distanceTo(const Point3F &pnt) const
{
   return mWorldBox.getDistanceToPoint( pnt );   
}

//-----------------------------------------------------------------------------

void SceneObject::processAfter( ProcessObject *obj )
{
   AssertFatal( dynamic_cast<SceneObject*>( obj ), "SceneObject::processAfter - Got non-SceneObject!" );

   mAfterObject = (SceneObject*)obj;
   if ( mAfterObject->mAfterObject == this )
      mAfterObject->mAfterObject = NULL;

   getProcessList()->markDirty();
}

//-----------------------------------------------------------------------------

void SceneObject::clearProcessAfter()
{
   mAfterObject = NULL;
}

//-----------------------------------------------------------------------------

void SceneObject::setProcessTick( bool t )
{
   if ( t == mProcessTick )
      return;

   if ( mProcessTick )
   {
      if ( !getMountedObjectCount() )
         plUnlink(); // Only unlink if there is nothing mounted to us
      mProcessTick = false;
   }
   else
   {
      // Just to be sure...
      plUnlink();

      getProcessList()->addObject( this );

      mProcessTick = true;  
   }   
}

//-----------------------------------------------------------------------------

ProcessList* SceneObject::getProcessList() const
{
   if ( isClientObject() )      
      return ClientProcessList::get();
   else
      return ServerProcessList::get();
}

//-------------------------------------------------------------------------

bool SceneObject::isMounted()
{
   resolveMountPID();

   return mMount.object != NULL;
}

//-----------------------------------------------------------------------------

S32 SceneObject::getMountedObjectCount()
{
   S32 count = 0;
   for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
      count++;
   return count;
}

//-----------------------------------------------------------------------------

SceneObject* SceneObject::getMountedObject(S32 idx)
{
   if (idx >= 0) {
      S32 count = 0;
      for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
         if (count++ == idx)
            return itr;
   }
   return NULL;
}

//-----------------------------------------------------------------------------

S32 SceneObject::getMountedObjectNode(S32 idx)
{
   if (idx >= 0) {
      S32 count = 0;
      for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
         if (count++ == idx)
            return itr->mMount.node;
   }
   return -1;
}

//-----------------------------------------------------------------------------

SceneObject* SceneObject::getMountNodeObject(S32 node)
{
   for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
      if (itr->mMount.node == node)
         return itr;
   return NULL;
}

//-----------------------------------------------------------------------------

bool SceneObject::_setMountPID( void* object, const char* index, const char* data )
{
   SceneObject* so = static_cast<SceneObject*>( object );
   if ( so )
   {
      // Unmount old object (PID reference is released even if it had been resolved yet)
      if ( so->mMountPID )
      {
         so->mMountPID->decRefCount();
         so->mMountPID = NULL;
      }
      so->unmount();

      // Get the new PID (new object will be mounted on demand)
      Con::setData( TypePID, &so->mMountPID, 0, 1, &data );
      if ( so->mMountPID )
         so->mMountPID->incRefCount();    // Prevent PID from being deleted out from under us!
   }
   return false;
}

void SceneObject::resolveMountPID()
{
   if ( mMountPID  )
   {
      SceneObject *obj = dynamic_cast< SceneObject* >( mMountPID->getObject() );
      if ( obj != mMount.object)
         obj->mountObject( this, mMount.node, mMount.xfm );
   }
}

//-----------------------------------------------------------------------------

void SceneObject::mountObject( SceneObject *obj, S32 node, const MatrixF &xfm )
{
   if ( obj->mMount.object == this )
   {
      // Already mounted to this
      // So update our node and xfm which may have changed.
      obj->mMount.node = node;
      obj->mMount.xfm = xfm;
   }
   else
   {
      if ( obj->mMount.object )
         obj->unmount();

      obj->mMount.object = this;
      obj->mMount.node = node;
      obj->mMount.link = mMount.list;
      obj->mMount.xfm = xfm;
      mMount.list = obj;

      // Assign PIDs to both objects
      if ( isServerObject() )
      {
         obj->getOrCreatePersistentId();
         if ( !obj->mMountPID )
         {
            obj->mMountPID = getOrCreatePersistentId();
            obj->mMountPID->incRefCount();
         }
      }

      obj->onMount( this, node );
   }
}

//-----------------------------------------------------------------------------

void SceneObject::unmountObject( SceneObject *obj )
{
   if ( obj->mMount.object == this ) 
   {
      // Find and unlink the object
      for ( SceneObject **ptr = &mMount.list; *ptr; ptr = &(*ptr)->mMount.link )
      {
         if ( *ptr == obj )
         {
            *ptr = obj->mMount.link;
            break;
         }
      }

      obj->mMount.object = NULL;
      obj->mMount.link = NULL;

      if( obj->mMountPID != NULL ) // Only on server.
      {
         obj->mMountPID->decRefCount();
         obj->mMountPID = NULL;
      }

      obj->onUnmount( this, obj->mMount.node );
   }
}

//-----------------------------------------------------------------------------

void SceneObject::unmount()
{
   if (mMount.object)
      mMount.object->unmountObject(this);
}

//-----------------------------------------------------------------------------

void SceneObject::onMount( SceneObject *obj, S32 node )
{   
   deleteNotify( obj );

   if ( !isGhost() ) 
   {      
      setMaskBits( MountedMask );      
      //onMount_callback( node );
   }
}

//-----------------------------------------------------------------------------

void SceneObject::onUnmount( SceneObject *obj, S32 node )
{
   clearNotify(obj);

   if ( !isGhost() ) 
   {           
      setMaskBits( MountedMask );      
      //onUnmount_callback( node );
   }
}

//-----------------------------------------------------------------------------

void SceneObject::getMountTransform( S32 index, const MatrixF &xfm, MatrixF *outMat )
{
   MatrixF mountTransform( xfm );
   const Point3F &scale = getScale();
   Point3F position = mountTransform.getPosition();
   position.convolve( scale );
   mountTransform.setPosition( position );

   outMat->mul( mObjToWorld, mountTransform );
}

//-----------------------------------------------------------------------------

void SceneObject::getRenderMountTransform( F32 delta, S32 index, const MatrixF &xfm, MatrixF *outMat )
{
   MatrixF mountTransform( xfm );
   const Point3F &scale = getScale();
   Point3F position = mountTransform.getPosition();
   position.convolve( scale );
   mountTransform.setPosition( position );

   outMat->mul( mRenderObjToWorld, mountTransform );
}

//=============================================================================
//    Console API.
//=============================================================================
// MARK: ---- Console API ----

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getType, S32, (),,
   "Return the type mask for this object.\n"
   "@return The numeric type mask for the object." )
{
   return object->getTypeMask();
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, mountObject, bool,
   ( SceneObject* objB, S32 slot, TransformF txfm ), ( TransformF::Identity ),
   "@brief Mount objB to this object at the desired slot with optional transform.\n\n"

   "@param objB  Object to mount onto us\n"
   "@param slot  Mount slot ID\n"
   "@param txfm (optional) mount offset transform\n"
   "@return true if successful, false if failed (objB is not valid)" )
{
   if ( objB )
   {
      object->mountObject( objB, slot, txfm.getMatrix() );
      return true;
   }
   return false;
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, unmountObject, bool, ( SceneObject* target ),,
   "@brief Unmount an object from ourselves.\n\n"

   "@param target object to unmount\n"
   "@return true if successful, false if failed\n" )
{
   if ( target )
   {
      object->unmountObject(target);
      return true;
   }
   return false;
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, unmount, void, (),,
   "Unmount us from the currently mounted object if any.\n" )
{
   object->unmount();
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, isMounted, bool, (),,
   "@brief Check if we are mounted to another object.\n\n"
   "@return true if mounted to another object, false if not mounted." )
{
   return object->isMounted();
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getObjectMount, S32, (),,
   "@brief Get the object we are mounted to.\n\n"
   "@return the SimObjectID of the object we're mounted to, or 0 if not mounted." )
{
   return object->isMounted()? object->getObjectMount()->getId(): 0;
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getMountedObjectCount, S32, (),,
   "Get the number of objects mounted to us.\n"
   "@return the number of mounted objects." )
{
   return object->getMountedObjectCount();
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getMountedObject, S32, ( S32 slot ),,
   "Get the object mounted at a particular slot.\n"
   "@param slot mount slot index to query\n"
   "@return ID of the object mounted in the slot, or 0 if no object." )
{
   SceneObject* mobj = object->getMountedObject( slot );
   return mobj? mobj->getId(): 0;
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getMountedObjectNode, S32, ( S32 slot ),,
   "@brief Get the mount node index of the object mounted at our given slot.\n\n"
   "@param slot mount slot index to query\n"
   "@return index of the mount node used by the object mounted in this slot." )
{
   return object->getMountedObjectNode( slot );
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getMountNodeObject, S32, ( S32 node ),,
   "@brief Get the object mounted at our given node index.\n\n"
   "@param node mount node index to query\n"
   "@return ID of the first object mounted at the node, or 0 if none found." )
{
   SceneObject* mobj = object->getMountNodeObject( node );
   return mobj? mobj->getId(): 0;
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getTransform, TransformF, (),,
   "Get the object's transform.\n"
   "@return the current transform of the object\n" )
{
   return object->getTransform();
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getInverseTransform, TransformF, (),,
   "Get the object's inverse transform.\n"
   "@return the inverse transform of the object\n" )
{
   return object->getWorldTransform();
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getPosition, Point3F, (),,
   "Get the object's world position.\n"
   "@return the current world position of the object\n" )
{
   return object->getTransform().getPosition();
}

DefineEngineMethod( SceneObject, setPosition, void, (Point3F pos),,
   "Set the object's world position.\n"
   "@param pos the new world position of the object\n" )
{
   return object->setPosition(pos);
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getEulerRotation, Point3F, (),,
   "Get Euler rotation of this object.\n"
   "@return the orientation of the object in the form of rotations around the "
   "X, Y and Z axes in degrees.\n" )
{
   Point3F euler = object->getTransform().toEuler();
   
   // Convert to degrees.
   euler.x = mRadToDeg( euler.x );
   euler.y = mRadToDeg( euler.y );
   euler.z = mRadToDeg( euler.z );
   
   return euler;
}

DefineEngineMethod(SceneObject, setEulerRotation, void, (Point3F inRot), ,
   "set Euler rotation of this object.\n"
   "@set the orientation of the object in the form of rotations around the "
   "X, Y and Z axes in degrees.\n")
{
   MatrixF curMat = object->getTransform();
   Point3F curPos = curMat.getPosition();
   Point3F curScale = curMat.getScale();
   EulerF inRotRad = inRot * M_PI_F / 180.0;
   curMat.set(inRotRad, curPos);
   curMat.scale(curScale);
   object->setTransform(curMat);
}
//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getForwardVector, VectorF, (),,
   "Get the direction this object is facing.\n"
   "@return a vector indicating the direction this object is facing.\n"
   "@note This is the object's y axis." )
{
   return object->getTransform().getForwardVector();
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getRightVector, VectorF, (),,
   "Get the right vector of the object.\n"
   "@return a vector indicating the right direction of this object."
   "@note This is the object's x axis." )
{
   return object->getTransform().getRightVector();
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getUpVector, VectorF, (),,
   "Get the up vector of the object.\n"
   "@return a vector indicating the up direction of this object."
   "@note This is the object's z axis." )
{
   return object->getTransform().getUpVector();
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, setTransform, void, ( TransformF txfm ),,
   "Set the object's transform (orientation and position)."
   "@param txfm object transform to set" )
{
// PATHSHAPE
   object->PerformUpdatesForChildren(txfm.getMatrix());
// PATHSHAPE END
   if ( !txfm.hasRotation() )
      object->setPosition( txfm.getPosition() );
   else
      object->setTransform( txfm.getMatrix() );
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getScale, Point3F, (),,
   "Get the object's scale.\n"
   "@return object scale as a Point3F" )
{
   return object->getScale();
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, setScale, void, ( Point3F scale ),,
   "Set the object's scale.\n"
   "@param scale object scale to set\n" )
{
   object->setScale( scale );
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getWorldBox, Box3F, (),,
   "Get the object's world bounding box.\n"
   "@return six fields, two Point3Fs, containing the min and max points of the "
   "worldbox." )
{
   return object->getWorldBox();
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getWorldBoxCenter, Point3F, (),,
   "Get the center of the object's world bounding box.\n"
   "@return the center of the world bounding box for this object." )
{
   Point3F center;
   object->getWorldBox().getCenter( &center );
   return center;
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, getObjectBox, Box3F, (),,
   "Get the object's bounding box (relative to the object's origin).\n"
   "@return six fields, two Point3Fs, containing the min and max points of the "
   "objectbox." )
{
   return object->getObjBox();
}

//-----------------------------------------------------------------------------

DefineEngineMethod( SceneObject, isGlobalBounds, bool, (),,
   "Check if this object has a global bounds set.\n"
   "If global bounds are set to be true, then the object is assumed to have an "
   "infinitely large bounding box for collision and rendering purposes.\n"
   "@return true if the object has a global bounds." )
{
   return object->isGlobalBounds();
}

DefineEngineMethod(SceneObject, setForwardVector, void, (VectorF newForward, VectorF upVector), (VectorF(0, 0, 0), VectorF(0, 0, 1)),
   "Sets the forward vector of a scene object, making it face Y+ along the new vector.\n"
   "@param The new forward vector to set.\n"
   "@param (Optional) The up vector to use to help orient the rotation.")
{
   object->setForwardVector(newForward, upVector);
}

// PATHSHAPE
// Move RenderTransform by set amount
// no longer used

void SceneObject::moveRender(const Point3F &delta) 
{
   Point3F pos;

   const MatrixF& tmat = getRenderTransform();
   tmat.getColumn(3,&pos);
   AngAxisF aa(tmat);
   pos += delta;

   MatrixF mat;
   aa.setMatrix(&mat);
   mat.setColumn(3,pos);
   setRenderTransform(mat);
}

void SceneObject::PerformUpdatesForChildren(MatrixF mat){
		for (U32 i=0; i < getNumChildren(); i++) {
			SceneObject *o = getChild(i);
			o->updateChildTransform(); //update the position of the child object
		}
}





// This function will move the players based on how much it's
// parent have moved
void SceneObject::updateChildTransform(){
	if (getParent() != NULL){
		MatrixF one;
		MatrixF two;
		MatrixF three;
		MatrixF four;
		MatrixF mat;
		one= getTransform();
		two = getParent()->getTransform();
		one.affineInverse();
		four.mul(two,one);
		mat.mul(getParent()->mLastXform,getTransform());
		setTransform(mat);
	}
}

// This function will move the rendered image based on how much it's
// parent have moved since the processtick.
// For some reason the player object must be updated via it's GetRenderTransform seen below,
// Other objects seem to require getTransform() only
void SceneObject::updateRenderChangesByParent(){
   if (getParent() != NULL){
		MatrixF renderXform = getParent()->getRenderTransform();
		MatrixF xform = getParent()->getTransform();
		xform.affineInverse();

		MatrixF offset;
		offset.mul(renderXform, xform);

      MatrixF mat;
		
		//add the "offset" caused by the parents change, and add it to it's own
		// This is needed by objects that update their own render transform thru interpolate tick
		// Mostly for stationary objects.
      mat.mul(offset,getRenderTransform());
			setRenderTransform(mat);
	}
}





//Ramen - Move Transform by set amount
//written by  Anthony Lovell
void SceneObject::move(F32 x, F32 y, F32 z) 
{
    Point3F delta;
    delta.x = x;
    delta.y = y;
    delta.z = z;
    move(delta);
}
// move by a specified delta in root coordinate space
void SceneObject::move(const Point3F &delta) 
{
   Point3F pos;

   const MatrixF& tmat = getTransform();
   tmat.getColumn(3,&pos);
   AngAxisF aa(tmat);
 
   pos += delta;

   MatrixF mat;
   aa.setMatrix(&mat);
   mat.setColumn(3,pos);
   setTransform(mat);
}



//written by  Anthony Lovell ----------------------------------------------------------
U32
SceneObject::getNumChildren() const
{   
    U32 num = 0;
    for (SceneObject *cur = mGraph.firstChild; cur; cur = cur->mGraph.nextSibling)
        num++;
    return num;
}
//written by  Anthony Lovell ----------------------------------------------------------
SceneObject *
SceneObject::getChild(U32 index) const
{       
    SceneObject *cur = mGraph.firstChild;
    for (U32 i = 0; 
        cur && i < index; 
        i++)
        cur = cur->mGraph.nextSibling;
    return cur;
}




void SceneObject::UpdateXformChange(const MatrixF &mat){
// This function gets the difference between the Transform and current Render transform
// Used for Interpolation matching with the child objects who rely on this data.

	MatrixF oldxform = getTransform();

	oldxform.affineInverse();
	mLastXform.mul(mat,oldxform);

}


//----------------------------------------------------------
bool
SceneObject::attachChildAt(SceneObject *subObject, MatrixF atThisOffset, S32 node)
{   
    AssertFatal(subObject, "attaching a null subObject");
    AssertFatal(!isChildOf(subObject), "cyclic attachChild()");
    bool b = subObject->attachToParent(this, &atThisOffset, node);    
    if (!b) 
        return false;
    
    return true;
}

//----------------------------------------------------------
bool
SceneObject::attachChildAt(SceneObject *subObject, Point3F atThisPosition)
{   
    AssertFatal(subObject, "attaching a null subObject");
    AssertFatal(!isChildOf(subObject), "cyclic attachChild()");
    bool b = subObject->attachToParent(this);
    if (!b) 
        return false;
        
    subObject->mGraph.objToParent.setColumn(3, atThisPosition);
//    calcTransformFromLocalTransform();

    return true;
}

//----------------------------------------------------------
bool
SceneObject::attachChild(SceneObject *child)
{   
	AssertFatal(child, "attaching a null subObject");
    AssertFatal(!isChildOf(child), "cyclic attachChild()");
	
    return  child->attachToParent(this);        
}


//----------------------------------------------------------
/// returns a count of children plus their children, recursively
U32
SceneObject::getNumProgeny() const
{   
    U32 num = 0;
    for (SceneObject *cur = mGraph.firstChild; cur; cur = cur->mGraph.nextSibling) {
        num += 1 + cur->getNumProgeny();
    }
    return num;
}

DefineEngineMethod(SceneObject, getNumChildren, S32, (),, "returns number of direct child objects")
{
    return object->getNumChildren();
}

DefineEngineMethod(SceneObject, getNumProgeny, S32, (),, "returns number of recursively-nested child objects")
{
    return object->getNumProgeny();
}

DefineEngineMethod(SceneObject, getChild, S32, (S32 _index), (0), "getChild(S32 index) -- returns child SceneObject at given index")
{
    SceneObject *s = object->getChild(_index);
    return s ? s->getId() : 0;
}

DefineEngineMethod(SceneObject, attachChildAt, bool, (SceneObject* _subObject, MatrixF _offset, S32 _node), (nullAsType<SceneObject*>(), MatrixF::Identity, 0), "(SceneObject subObject, MatrixF offset, S32 offset)"
              "Mount object to this one with the specified offset expressed in our coordinate space.")
{   
   if (_subObject != nullptr)
   {
      return object->attachChildAt(_subObject, _offset, _node);
   }
   else
   {
      Con::errorf("Couldn't addObject()!");
      return false;
   }
}

DefineEngineMethod(SceneObject, attachToParent, bool, (const char*_sceneObject), ,"attachToParent(SceneObject)"
              "specify a null or non-null parent")
{   
    SceneObject * t;   
    
    if(Sim::findObject(_sceneObject, t))
    {
        return object->attachToParent(t);
    }
    else
    {      
        if ((!String::compare("0", _sceneObject))|| (!String::compare("", _sceneObject)))
            return object->attachToParent(NULL);
        else
        {
            Con::errorf("Couldn't setParent()!");   
            return false;
        }
    }
}

DefineEngineMethod(SceneObject, getParent, S32, (),, "returns ID of parent SceneObject")
{
    SceneObject *p = object->getParent();
    return p ? p->getId() : -1;
}

DefineEngineMethod(SceneObject, attachChild, bool, (const char*_subObject),, "(SceneObject subObject)"
              "attach an object to this one, preserving its present transform.")
{   
    SceneObject * t;   
    MatrixF m;   
    if(Sim::findObject(_subObject, t)) 
        return object->attachChild(t);

    Con::errorf("Couldn't addObject()!");
    return false;
}

bool SceneObject::isChildOf(SceneObject *so)
{    
    SceneObject *p = mGraph.parent;
    if (p) {
        if (p == so) 
            return true;
        else
            return p->isChildOf(so);
    } else
        return false;
}



bool SceneObject::attachToParent(SceneObject *newParent, MatrixF *atThisOffset/* = NULL */, S32 node )
{   
	SceneObject *oldParent = mGraph.parent;

    if (oldParent == newParent)
        return true;

    // cycles in the scene hierarchy are forbidden!
    // that is:  a SceneObject cannot be a child of its progeny
    if (newParent && newParent->isChildOf(this))
        return false;
      
    mGraph.parent = newParent;

    if (oldParent) {

        clearNotify(oldParent); 

        // remove this SceneObject from the list of children of oldParent
        SceneObject *cur = oldParent->mGraph.firstChild;
        if (cur == this) { // if we are the first child, this is easy
            oldParent->mGraph.firstChild = mGraph.nextSibling;
        } else {
            while (cur->mGraph.nextSibling != this) {
                cur = cur->mGraph.nextSibling;
                // ASSERT cur != NULL;
            }
            cur->mGraph.nextSibling = mGraph.nextSibling;
        }
        oldParent->onLostChild(this);
    }
     
    if (newParent) {

        deleteNotify(newParent); // if we are deleted, inform our parent

        // add this SceneObject to the list of children of oldParent
        mGraph.nextSibling = newParent->mGraph.firstChild;
        newParent->mGraph.firstChild = this;
        mGraph.parent = newParent;
        
        newParent->onNewChild(this);

        if (atThisOffset)
            mGraph.objToParent = *atThisOffset;
    } else {
        mGraph.parent = NULL;
        mGraph.nextSibling = NULL;
        mGraph.objToParent = mObjToWorld;
    }

    onLostParent(oldParent);
    onNewParent(newParent);

    setMaskBits(MountedMask);
    return true;
}

DefineEngineMethod(SceneObject, detachChild, bool, (const char*_subObject),, "SceneObject subObject")
{   
    SceneObject * t;       
    if(Sim::findObject(_subObject, t))   {
        return t->attachToParent(NULL);
    } else 
        return false;  
}

IMPLEMENT_CALLBACK(SceneObject, onNewParent, void, (SceneObject *newParent), (newParent), "");
IMPLEMENT_CALLBACK(SceneObject, onLostParent, void, (SceneObject *oldParent), (oldParent), "");
IMPLEMENT_CALLBACK(SceneObject, onNewChild, void, (SceneObject *newKid), (newKid), "");
IMPLEMENT_CALLBACK(SceneObject, onLostChild, void, (SceneObject *lostKid), (lostKid), "");
void SceneObject::onNewParent(SceneObject *newParent) { if (isServerObject()) onNewParent_callback(newParent); }
void SceneObject::onLostParent(SceneObject *oldParent) { if (isServerObject()) onLostParent_callback(oldParent); }
void SceneObject::onNewChild(SceneObject *newKid) { if (isServerObject()) onNewChild_callback(newKid); }
void SceneObject::onLostChild(SceneObject *lostKid) { if (isServerObject()) onLostChild_callback(lostKid); }

IMPLEMENT_CALLBACK(SceneObject, onSaving, void, (const char* fileName), (fileName),
   "@brief Called when a saving is occuring to allow objects to special-handle prepwork for saving if required.\n\n"

   "@param fileName The level file being saved\n");
